False Radiosity
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False Radiosity
False Radiosity is a 3D computer graphics technique used to create texture mapping for objects that emulates patch interaction algorithms in Radiosity (3D computer graphics), radiosity Rendering (computer graphics), rendering. Though practiced in some form since the late 90s, this term was coined only around 2002 by architect Andrew Hartness, then head of 3D and real-time design at Ateliers Jean Nouvel. During the period of nascent commercial enthusiasm for radiosity-enhanced imagery, but prior to the democratization of powerful computational hardware, architects and graphic artists experimented with time-saving 3D rendering techniques. By darkening areas of texture maps corresponding to corners, joints and recesses, and applying maps via self-illumination or diffuse mapping in a 3D program, a radiosity-like effect of patch interaction could be created with a standard scan-line renderer. Successful emulation of radiosity required a theoretical understanding and graphic application of ...
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector gr ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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Radiosity (3D Computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984 by ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Architect
An architect is a person who plans, designs and oversees the construction of buildings. To practice architecture means to provide services in connection with the design of buildings and the space within the site surrounding the buildings that have human occupancy or use as their principal purpose. Etymologically, the term architect derives from the Latin ''architectus'', which derives from the Greek (''arkhi-'', chief + ''tekton'', builder), i.e., chief builder. The professional requirements for architects vary from place to place. An architect's decisions affect public safety, and thus the architect must undergo specialized training consisting of advanced education and a ''practicum'' (or internship) for practical experience to earn a Occupational licensing, license to practice architecture. Practical, technical, and academic requirements for becoming an architect vary by jurisdiction, though the formal study of architecture in academic institutions has played a pivotal role in ...
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Jean Nouvel
Jean Nouvel (; born 12 August 1945) is a French architect. Nouvel studied at the École des Beaux-Arts in Paris and was a founding member of ''Mars 1976'' and ''Syndicat de l'Architecture'', France’s first labor union for architects. He has obtained a number of prestigious distinctions over the course of his career, including the Aga Khan Award for Architecture (for the Institut du Monde Arabe which Nouvel designed), the Wolf Prize in Arts in 2005 and the Pritzker Prize in 2008. A number of museums and architectural centres have presented retrospectives of his work. Family and education Nouvel was born on 12 August 1945 in Fumel, France. He is the son of Renée and Roger Nouvel, who were teachers. When his father became the county's chief school superintendent, his family moved often. His parents encouraged Nouvel to study mathematics and language but when he was 16 years old he was captivated by art when a teacher taught him drawing. Although he later said he thought that hi ...
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Scan-line Renderer
Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture. The main advantage of this method is that sorting vertices along the normal of the scanning plane reduces the number of comparisons between edges. Another advantage is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory—only vertices defining edges that intersect the current scan line need to be in active memory, a ...
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View Factor
In radiative heat transfer, a view factor, F_, is the proportion of the radiation which leaves surface A that strikes surface B. In a complex 'scene' there can be any number of different objects, which can be divided in turn into even more surfaces and surface segments. View factors are also sometimes known as configuration factors, form factors, angle factors or shape factors. Summation of view factors Because radiation leaving a surface is conserved, the sum of all view factors ''from'' a given surface, S_i, is unity: :\sum_^n = 1 For example, consider a case where two blobs with surfaces ''A'' and ''B'' are floating around in a cavity with surface ''C''. All of the radiation that leaves ''A'' must either hit ''B'' or ''C'', or if ''A'' is concave, it could hit ''A''. 100% of the radiation leaving ''A'' is divided up among ''A'', ''B'', and ''C''. Confusion often arises when considering the radiation that ''arrives'' at a ''target'' surface. In that case, it generally does n ...
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Path Tracing
Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources (light bulbs), and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs. Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering), such as soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting. Implementa ...
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Global Illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (''direct illumination''), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (''indirect illumination''). Theoretically, reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another (as opposed to an object being affected only by a direct source of light). In practice, however, only the simulation of diffuse inter-reflection or caustics is called global illumination. Algorithms Images rendered using global illumination algorithms often appear more photorealistic than those using only direct illumination algorithms. However, such images are co ...
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Ambient Occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one goes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky, this is done by estimating the amount of visible sky for each point, while in indoor environments, only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows, but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect. Unlike local methods such as Phong shading, ambient occlusion i ...
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Computer Graphics Algorithms
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which li ...
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